/Engine/Source/Editor/UnrealEd/Classes/Editor/EditorEngine.h
Converts passed in actors into new actors of the specified type. Note: This replaces the old actors with brand new actors while attempting to preserve as many properties as possible. Properties of the actors components are also attempted to be copied for any component names supplied in the third parameter. If a component name is specified, it is only copied if a component of the specified name exists in the source and destination actors, as well as in the class default object of the class of the source actor, and that all three of those components share a common base class. This approach is used instead of simply accepting component classes to copy because some actors could potentially have multiple of the same component type.
void DoConvertActors ( const [TArray](API\Runtime\Core\Containers\TArray)< [AActor](API\Runtime\Engine\GameFramework\AActor) * > & ActorsToConvert, [UClass](API\Runtime\CoreUObject\UObject\UClass) * ConvertToClass, const [TSet](API\Runtime\Core\Containers\TSet)< [FString](API\Runtime\Core\Containers\FString) > & ComponentsToConsider, bool bUseSpecialCases, const [FString](API\Runtime\Core\Containers\FString) & InStaticMeshPackageName )